2 REGISTER_WEAPON(SHOTGUN, w_shotgun, IT_SHELLS, 2, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN, BOT_PICKUP_RATING_LOW, "shotgun", "shotgun", _("Shotgun"))
6 void W_Shotgun_Attack (void)
18 ammoamount = autocvar_g_balance_shotgun_primary_ammo;
19 bullets = autocvar_g_balance_shotgun_primary_bullets;
20 d = autocvar_g_balance_shotgun_primary_damage;
21 f = autocvar_g_balance_shotgun_primary_force;
22 spread = autocvar_g_balance_shotgun_primary_spread;
23 bulletspeed = autocvar_g_balance_shotgun_primary_speed;
24 bulletconstant = autocvar_g_balance_shotgun_primary_bulletconstant;
26 W_DecreaseAmmo(ammo_shells, ammoamount, autocvar_g_balance_shotgun_reload_ammo);
28 W_SetupShot (self, autocvar_g_antilag_bullets && bulletspeed >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CHAN_WEAPON, d * bullets);
29 for (sc = 0;sc < bullets;sc = sc + 1)
30 fireBallisticBullet(w_shotorg, w_shotdir, spread, bulletspeed, 5, d, 0, f, WEP_SHOTGUN, 0, 1, bulletconstant);
31 endFireBallisticBullet();
33 pointparticles(particleeffectnum("shotgun_muzzleflash"), w_shotorg, w_shotdir * 1000, autocvar_g_balance_shotgun_primary_ammo);
36 if (autocvar_g_casings >= 1)
37 for (sc = 0;sc < ammoamount;sc = sc + 1)
38 SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);
40 // muzzle flash for 1st person view
42 setmodel(flash, "models/uziflash.md3"); // precision set below
43 flash.think = SUB_Remove;
44 flash.nextthink = time + 0.06;
45 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
46 W_AttachToShotorg(flash, '5 0 0');
49 void shotgun_meleethink (void)
51 // store time when we started swinging down inside self.cnt
55 makevectors(self.owner.v_angle);
60 meleetime = autocvar_g_balance_shotgun_secondary_melee_time * W_WeaponRateFactor();
64 f = (self.cnt + meleetime - time) / meleetime * 2 - 1;
66 targpos = self.owner.origin + self.owner.view_ofs + angle * autocvar_g_balance_shotgun_secondary_melee_range + v_right * f * autocvar_g_balance_shotgun_secondary_melee_swing + v_up * f * autocvar_g_balance_shotgun_secondary_melee_swing;
68 WarpZone_traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, targpos, FALSE, self.owner, ANTILAG_LATENCY(self.owner));
70 // apply the damage, also remove self
71 if(trace_fraction < 1 && trace_ent.takedamage == DAMAGE_AIM && (trace_ent.classname == "player" || trace_ent.classname == "body"))
74 force = angle * autocvar_g_balance_shotgun_secondary_force;
75 if(accuracy_isgooddamage(self.owner, trace_ent))
76 accuracy_add(self.owner, WEP_SHOTGUN, 0, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1));
77 Damage (trace_ent, self.owner, self.owner, autocvar_g_balance_shotgun_secondary_damage * min(1, f + 1), WEP_SHOTGUN | HITTYPE_SECONDARY , self.owner.origin + self.owner.view_ofs, force);
80 else if(time >= self.cnt + meleetime || (self.owner.deadflag != DEAD_NO && autocvar_g_balance_shotgun_secondary_melee_no_doubleslap)) // missed or owner died, remove ent
82 else // continue swinging the weapon in hope of hitting someone :)
83 self.nextthink = time;
86 void W_Shotgun_Attack2 (void)
88 sound (self, CHAN_PROJECTILE, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
89 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_shotgun_secondary_animtime, w_ready);
93 meleetemp.owner = self;
94 meleetemp.think = shotgun_meleethink;
95 meleetemp.nextthink = time + autocvar_g_balance_shotgun_secondary_melee_delay;
96 W_SetupShot_Range(self, TRUE, 0, "", 0, autocvar_g_balance_shotgun_secondary_damage, autocvar_g_balance_shotgun_secondary_melee_range);
99 void spawnfunc_weapon_shotgun(); // defined in t_items.qc
101 .float shotgun_primarytime;
103 float w_shotgun(float req)
107 if(vlen(self.origin-self.enemy.origin) <= autocvar_g_balance_shotgun_secondary_melee_range)
108 self.BUTTON_ATCK2 = bot_aim(1000000, 0, 0.001, FALSE);
110 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
111 else if (req == WR_THINK)
113 if(autocvar_g_balance_shotgun_reload_ammo && self.clip_load < autocvar_g_balance_shotgun_primary_ammo) // forced reload
115 // don't force reload an empty shotgun if its melee attack is active
116 if not(autocvar_g_balance_shotgun_secondary && self.ammo_shells < autocvar_g_balance_shotgun_primary_ammo)
117 weapon_action(self.weapon, WR_RELOAD);
121 if (self.BUTTON_ATCK)
123 if (time >= self.shotgun_primarytime) // handle refire separately so the secondary can be fired straight after a primary
125 if(weapon_prepareattack(0, autocvar_g_balance_shotgun_primary_animtime))
128 self.shotgun_primarytime = time + autocvar_g_balance_shotgun_primary_refire;
129 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_shotgun_primary_animtime, w_ready);
134 if (self.clip_load >= 0) // we are not currently reloading
135 if (!self.crouch) // we are not currently crouching; this fixes an exploit where your melee anim is not visible, and besides wouldn't make much sense
136 if (self.BUTTON_ATCK2 && autocvar_g_balance_shotgun_secondary)
137 if (weapon_prepareattack(1, autocvar_g_balance_shotgun_secondary_refire))
139 // attempt forcing playback of the anim by switching to another anim (that we never play) here...
140 weapon_thinkf(WFRAME_FIRE1, 0, W_Shotgun_Attack2);
143 else if (req == WR_PRECACHE)
145 precache_model ("models/uziflash.md3");
146 precache_model ("models/weapons/g_shotgun.md3");
147 precache_model ("models/weapons/v_shotgun.md3");
148 precache_model ("models/weapons/h_shotgun.iqm");
149 precache_sound ("misc/itempickup.wav");
150 precache_sound ("weapons/shotgun_fire.wav");
151 precache_sound ("weapons/shotgun_melee.wav");
152 //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
154 else if (req == WR_SETUP)
156 weapon_setup(WEP_SHOTGUN);
157 self.current_ammo = ammo_shells;
159 else if (req == WR_CHECKAMMO1)
161 ammo_amount = self.ammo_shells >= autocvar_g_balance_shotgun_primary_ammo;
162 ammo_amount += self.weapon_load[WEP_SHOTGUN] >= autocvar_g_balance_shotgun_primary_ammo;
165 else if (req == WR_CHECKAMMO2)
167 // melee attack is always available
170 else if (req == WR_RELOAD)
172 W_Reload(autocvar_g_balance_shotgun_primary_ammo, autocvar_g_balance_shotgun_reload_ammo, autocvar_g_balance_shotgun_reload_time, "weapons/reload.wav");
179 float w_shotgun(float req)
181 if(req == WR_IMPACTEFFECT)
184 org2 = w_org + w_backoff * 2;
185 pointparticles(particleeffectnum("shotgun_impact"), org2, w_backoff * 1000, 1);
186 if(!w_issilent && time - self.prevric > 0.25)
188 if(w_random < 0.0165)
189 sound(self, CHAN_PROJECTILE, "weapons/ric1.wav", VOL_BASE, ATTN_NORM);
190 else if(w_random < 0.033)
191 sound(self, CHAN_PROJECTILE, "weapons/ric2.wav", VOL_BASE, ATTN_NORM);
192 else if(w_random < 0.05)
193 sound(self, CHAN_PROJECTILE, "weapons/ric3.wav", VOL_BASE, ATTN_NORM);
197 else if(req == WR_PRECACHE)
199 precache_sound("weapons/ric1.wav");
200 precache_sound("weapons/ric2.wav");
201 precache_sound("weapons/ric3.wav");
203 else if (req == WR_SUICIDEMESSAGE)
204 w_deathtypestring = _("%s did the impossible");
205 else if (req == WR_KILLMESSAGE)
207 if(w_deathtype & HITTYPE_SECONDARY)
208 w_deathtypestring = _("%2$s ^7slapped %1$s ^7around a bit with a large ^2shotgun");
210 w_deathtypestring = _("%s was gunned by %s");